// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"

// BEGIN bots - spin
#include "bots_local.h"
#include "bots_soldier.h"
#include "bots_sniper.h"
#include "bots_kamikazee.h"
#include "bots_scientist.h"
#include "bots_berzerker.h"
// END bots - spin

//#define	MISSILE_PRESTEP_TIME	50

/*
================
G_BounceMissile

================
*/
void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
	vec3_t	velocity;
	float	dot;
	int		hitTime;

	// reflect the velocity on the trace plane
	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
	BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
	dot = DotProduct( velocity, trace->plane.normal );
	VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );

	if ( ent->s.eFlags & EF_BOUNCE_HALF ) 
	{
	
// BEGIN bots - nits
		if (Q_stricmp(ent->classname, "hand_grenade") == 0)
			VectorScale( ent->s.pos.trDelta, 0.5, ent->s.pos.trDelta );
		else
			VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
		// check for stop
		if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
			G_SetOrigin( ent, trace->endpos );
			return;
		}
	}

	VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
	VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
	ent->s.pos.trTime = level.time;
}


/*
================
G_ExplodeMissile

Explode a missile without an impact
================
*/
void G_ExplodeMissile( gentity_t *ent ) {
	vec3_t		dir;
	vec3_t		origin;

	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
	SnapVector( origin );
	G_SetOrigin( ent, origin );

	// we don't have a valid direction, so just point straight up
	dir[0] = dir[1] = 0;
	dir[2] = 1;

	ent->s.eType = ET_GENERAL;
	G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );

	ent->freeAfterEvent = qtrue;

	// splash damage
	if ( ent->splashDamage ) {
		if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
			, ent->splashMethodOfDeath ) ) {
			g_entities[ent->r.ownerNum].client->accuracy_hits++;
		}
	}

// BEGIN bots - nits
	if (ent->parent && ent->classname)
	{
		if (Q_stricmp (ent->classname, "proxy_grenade") == 0 )
		{
			ent->parent->client->i_numProx--;
		}
		else if (Q_stricmp (ent->classname, "decoy_grenade") == 0 )
		{
			ent->parent->client->i_numDecoys--;
		}
	}

	BOTS_explode_nearby_grenades(ent);
// END bots - nits

	trap_LinkEntity( ent );
}


#ifdef MISSIONPACK
/*
================
ProximityMine_Explode
================
*/
static void ProximityMine_Explode( gentity_t *mine ) {
	G_ExplodeMissile( mine );
	// if the prox mine has a trigger free it
	if (mine->activator) {
		G_FreeEntity(mine->activator);
		mine->activator = NULL;
	}
}

/*
================
ProximityMine_Die
================
*/
static void ProximityMine_Die( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
	ent->think = ProximityMine_Explode;
	ent->nextthink = level.time + 1;
}

/*
================
ProximityMine_Trigger
================
*/
void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ) {
	vec3_t		v;
	gentity_t	*mine;

	if( !other->client ) {
		return;
	}

	// trigger is a cube, do a distance test now to act as if it's a sphere
	VectorSubtract( trigger->s.pos.trBase, other->s.pos.trBase, v );
	if( VectorLength( v ) > trigger->parent->splashRadius ) {
		return;
	}


	if ( g_gametype.integer >= GT_TEAM ) {
		// don't trigger same team mines
		if (trigger->parent->s.generic1 == other->client->sess.sessionTeam) {
			return;
		}
	}

	// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
	if( !CanDamage( other, trigger->s.pos.trBase ) ) {
		return;
	}

	// trigger the mine!
	mine = trigger->parent;
	mine->s.loopSound = 0;
	G_AddEvent( mine, EV_PROXIMITY_MINE_TRIGGER, 0 );
	mine->nextthink = level.time + 500;

	G_FreeEntity( trigger );
}

/*
================
ProximityMine_Activate
================
*/
static void ProximityMine_Activate( gentity_t *ent ) {
	gentity_t	*trigger;
	float		r;

	ent->think = ProximityMine_Explode;
	ent->nextthink = level.time + g_proxMineTimeout.integer;

	ent->takedamage = qtrue;
	ent->health = 1;
	ent->die = ProximityMine_Die;

	ent->s.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav" );

	// build the proximity trigger
	trigger = G_Spawn ();

	trigger->classname = "proxmine_trigger";

	r = ent->splashRadius;
	VectorSet( trigger->r.mins, -r, -r, -r );
	VectorSet( trigger->r.maxs, r, r, r );

	G_SetOrigin( trigger, ent->s.pos.trBase );

	trigger->parent = ent;
	trigger->r.contents = CONTENTS_TRIGGER;
	trigger->touch = ProximityMine_Trigger;

	trap_LinkEntity (trigger);

	// set pointer to trigger so the entity can be freed when the mine explodes
	ent->activator = trigger;
}

/*
================
ProximityMine_ExplodeOnPlayer
================
*/
static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
	gentity_t	*player;

	player = mine->enemy;
	player->client->ps.eFlags &= ~EF_TICKING;

	if ( player->client->invulnerabilityTime > level.time ) {
		G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
		player->client->invulnerabilityTime = 0;
		G_TempEntity( player->client->ps.origin, EV_JUICED );
	}
	else {
		G_SetOrigin( mine, player->s.pos.trBase );
		// make sure the explosion gets to the client
		mine->r.svFlags &= ~SVF_NOCLIENT;
		mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
		G_ExplodeMissile( mine );
	}
}

/*
================
ProximityMine_Player
================
*/
static void ProximityMine_Player( gentity_t *mine, gentity_t *player ) {
	if( mine->s.eFlags & EF_NODRAW ) {
		return;
	}

	G_AddEvent( mine, EV_PROXIMITY_MINE_STICK, 0 );

	if( player->s.eFlags & EF_TICKING ) {
		player->activator->splashDamage += mine->splashDamage;
		player->activator->splashRadius *= 1.50;
		mine->think = G_FreeEntity;
		mine->nextthink = level.time;
		return;
	}

	player->client->ps.eFlags |= EF_TICKING;
	player->activator = mine;

	mine->s.eFlags |= EF_NODRAW;
	mine->r.svFlags |= SVF_NOCLIENT;
	mine->s.pos.trType = TR_LINEAR;
	VectorClear( mine->s.pos.trDelta );

	mine->enemy = player;
	mine->think = ProximityMine_ExplodeOnPlayer;
	if ( player->client->invulnerabilityTime > level.time ) {
		mine->nextthink = level.time + 2 * 1000;
	}
	else {
		mine->nextthink = level.time + 10 * 1000;
	}
}
#endif

/*
================
G_MissileImpact
================
*/
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
	gentity_t		*other;
	qboolean		hitClient = qfalse;
#ifdef MISSIONPACK
	vec3_t			forward, impactpoint, bouncedir;
	int				eFlags;
#endif
	other = &g_entities[trace->entityNum];

// BEGIN bots - nits
	if (!BOTS_nuke_think(ent, other))
		return;

	// grenades spawned from a cluster do not stick
	// hooks do not stick
	if (Q_stricmp (ent->classname, "cluster_grenade_child") != 0 &&
		Q_stricmp (ent->classname, "hook") != 0)
	{	
		// sticky grenades just stick, don't bounce
		if (ent->parent && !other->client)
		{
			if (ent->parent->client && other->classname)
			{
				// proxy grenades and sticky grenades (kami) stick to walls
				if ((Q_stricmp(ent->classname, "proxy_grenade") == 0 ||
					ent->parent->client->qb_stickMode) && (Q_stricmp (other->classname, "func_door") != 0))
				{
					G_SetOrigin(ent, trace->endpos);
// BEGIN bots - tbp
					// Send that info to allow the client to rotate the model correctly
					VectorCopy(trace->plane.normal,ent->s.pos.trDelta);
					ent->s.pos.trTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
// BEGIN bots - tbp
					return;
				}
			}
		}
	}
// END bots - nits

	// check for bounce
	if ( !other->takedamage &&
		( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
		G_BounceMissile( ent, trace );
		G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
		return;
	}

#ifdef MISSIONPACK
	if ( other->takedamage ) {
		if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
			if ( other->client && other->client->invulnerabilityTime > level.time ) {
				//
				VectorCopy( ent->s.pos.trDelta, forward );
				VectorNormalize( forward );
				if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
					VectorCopy( bouncedir, trace->plane.normal );
					eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
					ent->s.eFlags &= ~EF_BOUNCE_HALF;
					G_BounceMissile( ent, trace );
					ent->s.eFlags |= eFlags;
				}
				ent->target_ent = other;
				return;
			}
		}
	}
#endif
// BEGIN bots - nits
	// look familiar?? 
	// Sure I could have stuck the following 2 in the previous 'if', but this makes
	// it pretty damn easy to read and debug.
	if (Q_stricmp (ent->classname, "dettrap1") == 0 ||
		Q_stricmp (ent->classname, "dettrap2") == 0)
	{
		G_BounceMissile( ent, trace );
		G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
		return;

	}

	// shootable doors
	if (other->classname)
	{
		if ((strstr(ent->classname, "grenade") || Q_stricmp(ent->classname, "nuke") == 0) &&
			Q_stricmp(other->classname, "func_door") == 0								  && 			
			other->health == 0)
		{
			G_BounceMissile( ent, trace );
			G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
			return;
		}
	}
// END bots - nits


	// impact damage
	if (other->takedamage) {
		// FIXME: wrong damage direction?
		if ( ent->damage ) {
			vec3_t	velocity;

			if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
				g_entities[ent->r.ownerNum].client->accuracy_hits++;
				hitClient = qtrue;
			}
			BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
			if ( VectorLength( velocity ) == 0 ) {
				velocity[2] = 1;	// stepped on a grenade
			}
			//tbpfix:
			G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
				ent->r.currentOrigin, ent->damage, 
				0, ent->methodOfDeath);
			/*
			G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
				ent->s.origin, ent->damage, 
				0, ent->methodOfDeath);
			*/
		}
	}

#ifdef MISSIONPACK
	if( ent->s.weapon == WP_PROX_LAUNCHER ) {
		if( ent->s.pos.trType != TR_GRAVITY ) {
			return;
		}

		// if it's a player, stick it on to them (flag them and remove this entity)
		if( other->s.eType == ET_PLAYER && other->health > 0 ) {
			ProximityMine_Player( ent, other );
			return;
		}

		SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
		G_SetOrigin( ent, trace->endpos );
		ent->s.pos.trType = TR_STATIONARY;
		VectorClear( ent->s.pos.trDelta );

		G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );

		ent->think = ProximityMine_Activate;
		ent->nextthink = level.time + 2000;

		vectoangles( trace->plane.normal, ent->s.angles );
		ent->s.angles[0] += 90;

		// link the prox mine to the other entity
		ent->enemy = other;
		ent->die = ProximityMine_Die;
		VectorCopy(trace->plane.normal, ent->movedir);
		VectorSet(ent->r.mins, -4, -4, -4);
		VectorSet(ent->r.maxs, 4, 4, 4);
		trap_LinkEntity(ent);

		return;
	}
#endif

	if (!strcmp(ent->classname, "hook")) {
		gentity_t *nent;
		vec3_t v;

		nent = G_Spawn();
		if ( other->takedamage && other->client ) {
// BEGIN bots - nits / spin
			if (other->bots_class == BOTS_BERZERKER && OnSameTeam(ent->parent, other)) {
				VectorCopy(trace->endpos, v);
				G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );

				ent->enemy = other;
				ent->parent->client->trooptransport = other; 

				other->client->iOnboard++;
				// G_Printf(va("Zerk bus ahead(%i)!\n",other->client->iOnboard));
				BOTS_BerzerkerComputeTroopRanks(other);
			}
			else {
				// nurse heals with the hook
				// Zombie alert!
				if (ent->parent->bots_class == BOTS_NURSE &&
					OnSameTeam(ent->parent, other)) {
					if (other->health > 0)
						other->health = other->client->ps.stats[STAT_MAX_HEALTH];
				}
				else if (ent->parent->bots_class == BOTS_SCIENTIST && 
					OnSameTeam(ent->parent, other))
					other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_ARMOR];
				else {
					G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
				}
				nent->s.otherEntityNum = other->s.number;
				ent->enemy = other;
				
				// reset the hook if we hit a player
				// set the fireHeld flag to false so it can be used
				// as an assasination weapon
				ent->parent->client->fireHeld = qfalse;
				ent->parent->client->hook = NULL;
				
				G_FreeEntity( ent );
				return;
				/*
				v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
				v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
				v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
				
				  SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth
				*/
			}
// END bots - nits
		} else {
			VectorCopy(trace->endpos, v);
			G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
			ent->enemy = NULL;
		}

		SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth

		nent->freeAfterEvent = qtrue;
		// change over to a normal entity right at the point of impact
		nent->s.eType = ET_GENERAL;
		ent->s.eType = ET_GRAPPLE;

		G_SetOrigin( ent, v );
		G_SetOrigin( nent, v );

		ent->think = Weapon_HookThink;
		ent->nextthink = level.time + FRAMETIME;

		ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
		VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);

		trap_LinkEntity( ent );
		trap_LinkEntity( nent );

		return;
	}

// BEGIN bots - nits
		if (Q_stricmp (ent->classname, "flare") == 0)
		{
			BOTS_explode_flare( ent, trace->endpos);
			return;
		}
// END bots - nits

	// is it cheaper in bandwidth to just remove this ent and create a new
	// one, rather than changing the missile into the explosion?

	if ( other->takedamage && other->client ) {
		G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
		ent->s.otherEntityNum = other->s.number;
	} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
		G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
	} else {
		G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
	}

	ent->freeAfterEvent = qtrue;

	// change over to a normal entity right at the point of impact
	ent->s.eType = ET_GENERAL;

	SnapVectorTowards( trace->endpos, ent->s.pos.trBase );	// save net bandwidth

	G_SetOrigin( ent, trace->endpos );

	// splash damage (doesn't apply to person directly hit)
	if ( ent->splashDamage ) {
		if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, 
			other, ent->splashMethodOfDeath ) ) {
			if( !hitClient ) {
				g_entities[ent->r.ownerNum].client->accuracy_hits++;
			}
		}
	}

// BEGIN bots - spin
	if (Q_stricmp (ent->classname, "cluster_grenade") == 0)
	{
		BOTS_cluster_explode(ent);
		return;
	}
	else if (Q_stricmp (ent->classname, "teleport_grenade") == 0)
	{
 		BOTS_teleport_explode(ent);
		return;
	}
	else if (Q_stricmp (ent->classname, "flash_grenade") == 0)
	{
 		BOTS_blind_explode(ent);
		return;
	}
	else if (Q_stricmp (ent->classname, "decoy_grenade") == 0 )
	{
		ent->parent->client->i_numDecoys--;
	}
	else if (Q_stricmp (ent->classname, "proxy_grenade") == 0 )
	{
		ent->parent->client->i_numProx--;
	}

	BOTS_explode_nearby_grenades(ent);
// END bots - spin

	trap_LinkEntity( ent );
}

/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			passent;

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// if this missile bounced off an invulnerability sphere
	if ( ent->target_ent ) {
		passent = ent->target_ent->s.number;
	}
#ifdef MISSIONPACK
	// prox mines that left the owner bbox will attach to anything, even the owner
	else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
		passent = ENTITYNUM_NONE;
	}
#endif
	else {
		// ignore interactions with the missile owner
		passent = ent->r.ownerNum;
	}
	// trace a line from the previous position to the current position
// BEGIN bots - nits
	// kamis can disable their own nuke
	if (Q_stricmp (ent->classname, "nuke") != 0)
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, ent->clipmask );
	else
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, -1, ent->clipmask );
// END bots - nits

	if ( tr.startsolid || tr.allsolid ) {
		// make sure the tr.entityNum is set to the entity we're stuck in
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
		tr.fraction = 0;
	}
	else {
		VectorCopy( tr.endpos, ent->r.currentOrigin );
	}

	trap_LinkEntity( ent );

	if ( tr.fraction != 1 ) {
		// never explode or bounce on sky
		if ( tr.surfaceFlags & SURF_NOIMPACT ) {
			// If grapple, reset owner
			if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
				ent->parent->client->hook = NULL;
			}
			G_FreeEntity( ent );
			return;
		}

// BEGIN bots - nits
		// used to change the guided and tag think routines to normal explosion routines
		if (Q_stricmp (ent->classname, "rocket") == 0)
			ent->think = G_ExplodeMissile;
// END bots - nits

		G_MissileImpact( ent, &tr );
		if ( ent->s.eType != ET_MISSILE ) {
			return;		// exploded
		}
	}
#ifdef MISSIONPACK
	// if the prox mine wasn't yet outside the player body
	if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
		// check if the prox mine is outside the owner bbox
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
		if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
			ent->count = 1;
		}
	}
#endif
	// check think function after bouncing
	G_RunThink( ent );
}


//=============================================================================

/*
=================
fire_plasma

=================
*/
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "plasma";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_PLASMAGUN;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;

// BEGIN bots - spin
//	bolt->damage = 20;
	bolt->damage = BOTS_PLASMA_DAMAGE;
//	bolt->splashDamage = 15;
	bolt->splashDamage = 10;
// BEGIN bots - spin
	bolt->splashRadius = 20;
	bolt->methodOfDeath = MOD_PLASMA;
	bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
// BEGIN bots - nits
	// tag cannon shoots at a higher velocity
	if (self->bots_class == BOTS_SOLDIER && self->client->qb_tagMode)
		VectorScale( dir, 8000, bolt->s.pos.trDelta );
	else
		VectorScale( dir, 3000, bolt->s.pos.trDelta );
// END bots - nits
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}	

//=============================================================================


/*
=================
fire_grenade
=================
*/
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

// BEGIN bots - nits
	int			velocity = 700;
	if (self->client)
	{
		if (self->client->qb_grenMode)
			velocity = self->client->i_hand_gren_vel;
		else if (self->bots_class == BOTS_KAMIKAZEE && self->client->qb_longrangeMode)
			velocity = 1400;
	}
// END bots - nits

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "grenade";
	bolt->nextthink = level.time + 2500;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_GRENADE_LAUNCHER;
	bolt->s.eFlags = EF_BOUNCE_HALF;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
// BEGIN bots - spin
//	bolt->damage = 100;
	bolt->damage = BOTS_GRENADELAUNCHER_DAMAGE;
//	bolt->splashDamage = 100;
	bolt->splashDamage = BOTS_GRENADELAUNCHER_DAMAGE;
// END bots - spin	bolt->splashRadius = 150;
	bolt->methodOfDeath = MOD_GRENADE;
	bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
// BEGIN bots - nits
	VectorScale( dir, velocity, bolt->s.pos.trDelta );
	// VectorScale( dir, 700, bolt->s.pos.trDelta );
// END bots - nits
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}

//=============================================================================

//=============================================================================
// BEGIN bots - testtbp
// Try to find someone to hit with a tendril
// In fact try to find 2 ppl, the nearest one and the 2nd nearest one.
// If we already hit the nearest, find another target.
gentity_t	*tendrilPotentialHit(vec3_t origin, float radius, gentity_t *captain, gentity_t *last) {
	int			i, e, numListedEntities, entityList[MAX_GENTITIES];
	vec3_t		mins, maxs, v;
	gentity_t	*ent, *hit = NULL, *previous = NULL;
	float		dist,d1,d2;

	for ( i = 0 ; i < 3 ; i++ ) {
		mins[i] = origin[i] - radius;
		maxs[i] = origin[i] + radius;
	}

	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	d1 = d2 = radius;
	for ( e = 0 ; e < numListedEntities ; e++ ) {
		ent = &g_entities[entityList[ e ]];

		if (ent == captain)
			continue;
		if (!ent->takedamage)
			continue;
		if (!ent->client)
			continue;
		if (OnSameTeam(ent,captain))
			continue;

		// find the distance from the edge of the bounding box
		for ( i = 0 ; i < 3 ; i++ ) {
			if ( origin[i] < ent->r.absmin[i] ) {
				v[i] = ent->r.absmin[i] - origin[i];
			} else if ( origin[i] > ent->r.absmax[i] ) {
				v[i] = origin[i] - ent->r.absmax[i];
			} else {
				v[i] = 0;
			}
		}

		dist = VectorLength( v );
		if ( dist >= radius ) {
			continue;
		}

		// If we can hit it...
		if (CanDamage (ent, origin)) {
			// That's the nearest target, update the record.
			if (dist < d1) {
				d2			= d1;
				previous	= hit;
				d1			= dist;
				hit			= ent;
			}
			else {
				// Not the nearest, but perhaps a good second choice.
				if(dist < d2) {
					d2			= dist;
					previous	= ent;
				}
			}
		}
	}

	// If the last player hit is still the chosen one, try with someone else for once
	if ((hit == last) && (previous != NULL))
		return previous;
	else
		return hit;
}

void BOTS_tendrils_think( gentity_t *ent ) {
	vec3_t		origin;
	gentity_t	*hit;

	VectorCopy(ent->r.currentOrigin, origin);
	hit = tendrilPotentialHit(origin, 300, ent->parent,ent->last_poisoner);
	if (hit) {
		vec3_t dir;

		// G_Printf(va("BOTS_tendrils_think: hit %i\n", hit->client->ps.clientNum));
		VectorSubtract (hit->r.currentOrigin, origin, dir);
		dir[2] += 24;
		G_Damage(hit, NULL, ent->parent, dir, origin, 2, DAMAGE_RADIUS, MOD_TENDRIL);
		G_AddEvent(ent, EV_TENDRIL, hit->client->ps.clientNum);
		// ent->nextthink = level.time +  (rand()&3) * FRAMETIME;
		ent->nextthink = level.time + FRAMETIME; // It's moving too fast, so there's no rate limit.

		// To try to not hit the same dude over and over
		// I know struct member's reuse is *bad*. sue me.
		ent->last_poisoner = hit;
	}
	else {
		ent->nextthink = level.time + FRAMETIME;
		ent->last_poisoner = NULL;
	}
}
// END bots - tbp


/*
=================
fire_bfg
=================
*/
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "bfg";
// BEGIN bots - tbp
	// Level 1 += tendrils :)
	if (self->client &&  self->client->pers.classlevel > 0) {
		bolt->nextthink = level.time + FRAMETIME;
		bolt->think = BOTS_tendrils_think;
	}
	else {
		bolt->nextthink = level.time + 10000;
		bolt->think = G_ExplodeMissile;
	}
// END bots - tbp
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_BFG;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
// BEGIN bots - spin
//	bolt->damage = 100;
	bolt->damage = BOTS_BFG_DAMAGE;
// END bots - spin
	bolt->splashDamage = 100;
	bolt->splashRadius = 120;
	bolt->methodOfDeath = MOD_BFG;
	bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 2000, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}

//=============================================================================


/*
=================
fire_rocket
=================
*/
gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

// BEGIN bots - nits
	int			bots_damage			= BOTS_ROCKETLAUNCHER_DAMAGE;
	int			bots_splash_radius	= 120;
	int			bots_velocity		= 2000;

	if (self->bots_class == BOTS_SOLDIER  && self->client->pers.classlevel >= 3 && self->client->weapontoggle)
	{
		//bots_damage			+= 20*(self->client->pers.classlevel - 2);
		//bots_splash_radius	+= 20*(self->client->pers.classlevel - 2);
	}

	if (self->client->weapontoggle)
		bots_damage	*= .75;

	if (self->client->qb_guide)
	{
		bots_damage			+= 100;
		bots_splash_radius	+= 100;
		bots_velocity		 = 800;
	}

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "rocket";
	bolt->nextthink = level.time + 15000;
	// BEGIN bots - nits
	if (self->client->qb_guide)
	{
		bolt->think = BOTS_guide_think;
		bolt->nextthink = level.time + FRAMETIME;
	}
	else
		bolt->think = G_ExplodeMissile;
// END bots - nits
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_ROCKET_LAUNCHER;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
// BEGIN bots - nits
	/*
	bolt->damage = 100;
	bolt->splashDamage = 100;
	bolt->splashRadius = 120;
	*/
	bolt->damage = bots_damage;
	bolt->splashDamage = bots_damage;
	bolt->splashRadius = bots_splash_radius;
// END bots - nits	bolt->methodOfDeath = MOD_ROCKET;
	bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
// BEGIN bots - nits
	//VectorScale( dir, 900, bolt->s.pos.trDelta );
	VectorScale( dir, bots_velocity, bolt->s.pos.trDelta );
// END bots - nits
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}

/*
=================
fire_grapple
=================
*/
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*hook;

	VectorNormalize (dir);

	hook = G_Spawn();
	hook->classname = "hook";
	hook->nextthink = level.time + 10000;
	hook->think = Weapon_HookFree;
	hook->s.eType = ET_MISSILE;
	hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	hook->s.weapon = WP_GRAPPLING_HOOK;
	hook->r.ownerNum = self->s.number;
	hook->methodOfDeath = MOD_GRAPPLE;
	hook->clipmask = MASK_SHOT;
	hook->parent = self;
	hook->target_ent = NULL;

// BEGIN bots - nits
	hook->s.clientNum = self->s.clientNum;
	hook->damage = BOTS_GRAPPLE_DAMAGE;
// END bots - nits

	hook->s.pos.trType = TR_LINEAR;
	hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	hook->s.otherEntityNum = self->s.number; // use to match beam in client
	VectorCopy( start, hook->s.pos.trBase );
// BEGIN bots - nits
	// VectorScale( dir, 2000, hook->s.pos.trDelta );
	//tbp: slowed down da hook by 1/3
	VectorScale( dir, 1320, hook->s.pos.trDelta );
// END bots - nits
	SnapVector( hook->s.pos.trDelta );			// save net bandwidth
	VectorCopy (start, hook->r.currentOrigin);

	self->client->hook = hook;

	return hook;
}


#ifdef MISSIONPACK
/*
=================
fire_nail
=================
*/
#define NAILGUN_SPREAD	1000

gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
	gentity_t	*bolt;
	vec3_t		dir;
	vec3_t		end;
	float		r, u, scale;

	bolt = G_Spawn();
	bolt->classname = "nail";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_NAILGUN;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 20;
	bolt->methodOfDeath = MOD_NAIL;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time;
	VectorCopy( start, bolt->s.pos.trBase );

	r = random() * M_PI * 2.0f;
	u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
	r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
	VectorMA( start, 8192 * 16, forward, end);
	VectorMA (end, r, right, end);
	VectorMA (end, u, up, end);
	VectorSubtract( end, start, dir );
	VectorNormalize( dir );

	scale = 555 + random() * 1800;
	VectorScale( dir, scale, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );

	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}	


/*
=================
fire_prox
=================
*/
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "prox mine";
	bolt->nextthink = level.time + 3000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_PROX_LAUNCHER;
	bolt->s.eFlags = 0;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 0;
	bolt->splashDamage = 100;
	bolt->splashRadius = 150;
	bolt->methodOfDeath = MOD_PROXIMITY_MINE;
	bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;
	// count is used to check if the prox mine left the player bbox
	// if count == 1 then the prox mine left the player bbox and can attack to it
	bolt->count = 0;

	//FIXME: we prolly wanna abuse another field
	bolt->s.generic1 = self->client->sess.sessionTeam;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 700, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}
#endif
